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intel/compiler: Store the number of position slots in the VUE map
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17602>
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2 changed files with 8 additions and 0 deletions
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@ -1202,6 +1202,12 @@ struct brw_vue_map {
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*/
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int num_slots;
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/**
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* Number of position VUE slots. If num_pos_slots > 1, primitive
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* replication is being used.
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*/
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int num_pos_slots;
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/**
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* Number of per-patch VUE slots. Only valid for tessellation control
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* shader outputs and tessellation evaluation shader inputs.
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@ -206,6 +206,7 @@ brw_compute_vue_map(const struct intel_device_info *devinfo,
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}
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vue_map->num_slots = slot;
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vue_map->num_pos_slots = pos_slots;
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vue_map->num_per_vertex_slots = 0;
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vue_map->num_per_patch_slots = 0;
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}
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@ -275,6 +276,7 @@ brw_compute_tess_vue_map(struct brw_vue_map *vue_map,
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}
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vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots;
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vue_map->num_pos_slots = 0;
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vue_map->num_slots = slot;
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}
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